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Published by shinoda91.ogb, 2022-10-03 07:25:52

TSAT II

Toolbox 2

867. Festival of the Endless Wilderness 922. Against the Elven Sceptre
868. Discovery of the Elven Mage 923. Investigation of the Evil Slave Lords
869. Against the Forsaken Magic Tome 924. Key of the Elven Tower
870. Prince of the Deathly Mountain 925. Voyage of the Monstrous Aberration
871. Tomb of the Underground Cult 926. Voyage of the Cursed Terror
872. Battle of the Immortal Sceptre 927. Mines of the Bitter Gem
873. Treasure of the Dimensional Warrior 928. Discovery of the Lost Demon
874. Battle of the Corrupted Kingdom 929. Race for the Lost Undercity
875. Battle of the Undead Legion 930. Rescue of the Cursed Wilderness
876. Descent of the Foolish Aberration 931. Beacon of the Dangerous Priest
877. Hunt for the Captivating Plague 932. Voyage of the Immortal Magic Tome
878. Investigation of the Vicious Ship 933. Pit of the Shattered Land
879. Discovery of the Orc Rift 934. Investigation of the Animated Invention
880. Barrow of the Forsaken Warlord 935. Revenge of the Demonic Assassin
881. Key of the Immortal Slave Lords 936. League of the Arcane Horror
882. Horror of the Unknown Festival 937. Festival of the Dimensional Sceptre
883. Kingdom of the Ghost Undercity 938. Horror of the Secret Sceptre
884. Discovery of the Demonic God 939. Barrow of the Enchanted Magic Tome
885. Investigation of the Planar Artificer 940. Stone of the Ninth (or other number)
886. Fortress of the Planar Plague Horror
887. Barrow of the Dwarven Aberration 941. Barrow of the Deathly Tower
888. Birth of the Arcane Aberration 942. Prince of the Giant Priest
889. Fortress of the Mad God 943. Storm of the Decaying Inn
890. Escape from the Planar Aberration 944. Test of the Ancient Sceptre
891. Arena of the Planar Mage 945. Labyrinth of the Spider Castle
892. Night of the Planar Festival 946. Mystery of the Dimensional Princess
893. Prince of the Immortal Legion 947. Whispers of the Giant Warrior
894. Night of the Invisible God 948. Against the Vicious Princess
895. Stone of the Burning Mountain 949. Beacon of the Lost Island
896. Riddle of the Cursed Magic Tome 950. Curse of the Dwarven Magic
897. Investigation of the Mad Inn 951. Fortress of the Dwarven Island
898. Prince of the Ice Magic Tome 952. Trove of the Dangerous Dungeon
899. Barrow of the Unknown Slave Lords 953. League of the Enchanted Terror
900. Return to the Elven Invention 954. Prince of the Animated Queen
901. Relic of the Undead Warrior 955. Night of the Ancient Assassin
902. Riddle of the Shattered Wilderness 956. Against the Lost City
903. Investigation of the Evil Amulet 957. Hunt for the Monstrous Warrior
904. Harbinger of the Demonic Artificer 958. Servant of the Evil Magic
905. Mystery of the Decaying Warrior 959. Haunting of the Impossible Warrior
906. Tournament of the Deathly Society 960. Fortress of the Shapeshifting City
907. Horde of the Forgotten Society 961. Return to the Elven God
908. Horror of the Spider Queen 962. Mystery of the Lost Queen
909. Pit of the Forbidden Magic Tome 963. Tournament of the Abyssal Sea
910. Haunting of the Secret Warrior 964. League of the Midnight Wilderness
911. Descent of the Undead Invention 965. Treasure of the Forgotten Crystal
912. Investigation of the Ninth (or other 966. Horror of the Orc Land
number) Ship 967. Voyage of the Undead Terror
913. League of the Arcane Princess 968. Horde of the Forbidden Crystal
914. Contest for the Giant Magic 969. Trove of the Decaying Mountain
915. Investigation of the Decaying Sceptre 970. Pit of the Unknown Portal
916. Arena of the Burning Dragon 971. Search for the Curious Portal
917. Revenge of the Bitter Festival 972. Horror of the Vicious Mountain
918. Hunt for the Deathly Princess 973. Prince of the Midnight Slave Lords
919. Beacon of the Forgotten Depths 974. Labyrinth of the Shadow Mountain
920. Riddle of the Endless Mountain 975. Festival of the Shattered Portal
921. Birth of the Drow Sea 976. Birth of the Immortal Warlord

201

977. Labyrinth of the Bitter Sea 989. Prisoners of the Impossible Depths
978. Tale of the Corrupted Magic Tome 990. Barrow of the Midnight Wilderness
979. Birth of the Shapeshifting Queen 991. Curse of the Insane Maelstrom
980. Treasure of the Invisible King 992. Against the Depraved Sword
981. Servant of the Ancient Sceptre 993. Whispers of the Lost Ship
982. Curse of the Planar Cult 994. Curse of the Invisible Legion
983. Treasure of the Corrupted Land 995. Contest for the Secret City
984. Hunt for the Arcane Dungeon 996. Arena of the Forgotten King
985. Harbinger of the Curious Crystal 997. Fortress of the Orc Priest
986. Beacon of the Cursed Aberration 998. Contest for the Evil Sea
987. Shrine of the Dragon Tree 999. Trove of the Decaying Rift
988. Battle of the Animated Magic Tome 1000. Pit of the Shattered Rift

202

Chapter 4-8
Random Item / Relic Name Table

Introduction whatever else is necessary to make the item’s
name make grammatical sense. And the name
It is surprising how often, in the course of solo should also suggest what powers the relic has
play, it becomes necessary to generate a as well.
random item or relic of some sort. For added detail, consult the Special Features
Roll four times on this table to furnish the tables in the DMG (pp.141-143) to give your
name of a particular relic that might be the item some minor powers. You may also want to
object of a quest or rumour. Reroll if a homebrew it as a level-appropriate magic item -
particular result doesn’t make sense, or is be careful not to make it too overpowered.
redundant in some way (absorbing Another idea to try is rolling for three different
absorption?). If you find the results from the items, then choosing the one that makes the
table below too long-winded, a recommended most sense given your current quest.
option is to omit Term 3. You could also insert
the name of a legendary character somewhere
in the item name for added quest-based flavour.
Add conjunctions, pronouns, pluralization, and

Random Item or Relic Name Table

d100 TERM 1 TERM 2 TERM 3 TERM 4
Goddess
1-2 Cursed Sceptre of The Crimson Lightning
Fire
3-4 Blessed Bowl of Desire Fate
Rage
5-6 Emerald Scroll of Enchanting Dawn
Knowledge
7-8 Illuminating Mirror of Merciful Waters
Music
9-10 Merciless Sword of Wrathful Power
Peace
11-12 All-seeing Stone of Pale Turmoil
Illusion
13-14 Sheltering Casket of Endless Morphing
Secrets
15-16 Dreaded Bell of Elemental Navigation
Fire
17-18 Immovable Chalice of Planar Air

19-20 Mysterious Robe of Mighty

21-22 Ever-changing Pipes of Joyous

23-24 Gilded Lamp of Exquisite

25-26 Many-coloured Idol of Cursed

27-28 Heroic Tome of Opulent

29-30 Wondrous Oil of Dimensional

31-32 Boundless Drum of Temporal

33-34 Depraved Chimes of Corrupt

35-36 Captivating Brazier of Omniscient

203

37-38 Unusual Candelabra of Freezing Demon
39-40 Dark Lute of Burning Frost
41-42 Mystical Crown of Invisible Prophecy
43-44 Eldritch Bottle of Distant Binding
45-46 Elegant Rod of Planar Death
47-48 Scintillating Prism of Unrelenting Laughter
49-50 Stupendous Cauldron of Dark Purity
51-52 Strange Crucible of Illuminating Alchemy
53-54 Extravagant Decanter of Forbidden Insults
55-56 Macabre Quill of Temporary Poison
57-58 Imperial Horn of Decaying Healing
59-60 Bizarre Globe of Crippling Heroism
61-62 Jewelled Lens of Deafening Strength
63-64 Superior Coffer of Blinding Form
65-66 Animated Vase of Enlightening Mind-reading
67-68 Chromatic Belt of Bolstering Longevity
69-70 Illusory Cup of Benevolent Influence
71-72 Angelic Shield of Glowing Evasion
73-74 Metaphysical Armour of Resilient Protection
75-76 Robust Elixir of Curious Resistance
77-78 Simple Ring of Awe-inspiring Vision
79-80 Divine Staff of Will-crushing Regeneration
81-82 Ancient Wand of Telepathic Command
83-84 Elven Arrow of Repelling Turning
85-86 Dwarvish Bow of Absorbing Absorption
87-88 Orcish Cloak of Unbreakable Adornment
89-90 Dragonborn Helm of Dispelling Melody
91-92 Tiefling Key of Frightening Pyrotechnics
93-94 Drow Gem Burning Detection
95-96 Shapeshifting Cube of Mischievous Paralysis
97-98 Regenerating Talisman of Reflective Disruption
99-100 Exquisite Device of Hypnotic Wizardry

204

PART 5:
The Bad Guys

205

Chapter 5-1
Running Combat
and Monster Tactics

Introduction Random Monster AI

One of the trickiest aspects of running a solo When an encounter is triggered, determine
game is the issue of how to handle monsters in monsters using a combination of your
combat. The author has sampled many systems dungeon’s theme, and whatever combat
to spice up solo combat, trying to get it beyond encounter generator you prefer. Then, to
simply a style of move-into-melee-and-bash. determine what they actually do each round,
Some of the best systems out there are use the Random Monster AI below. This was
boardgame systems that provide a level of first used in Solo Skirmish: The Cult of Mol’goroz
unpredictability to monster actions. The but has been extensively tweaked since then.
Battlemap Crawl System presented in this book Don’t always use this AI, however. Sometimes,
(Chapter 1-5) aims to do this, as does the determine enemy actions using an oracle, just
Random Monster AI table, below. to provide a different feel. Try different
approaches and see what works for you.
NOTE: AOO stands for attack of opportunity.

d100 + MONSTER ACTION
Menace
Points MOVE FOR TACTICAL ADVANTAGE (see below) and ATTACK
SHOVE or HELP or ATTACK
1-10 USE SECONDARY ATTACK/FEATURE or ATTACK
11-25 MOVE & ATTACK nearest enemy using most powerful method, or ATTACK
26-40 USE MOST POWERFUL FEATURE or TAKE COVER & MAKE RANGED
41-60 ATTACK (if they can do so without incurring AOO) or ATTACK
61-80 MOVE AWAY TO ALLOWANCE & MAKE RANGED ATTACK (incurring
AOO if necessary) or DODGE
81-90 FLEE (if Menace Points 30+ then Dash, incurring AOO) or USE DEFENSIVE
FEATURE (e.g., healing, invisibility) or MAKE RANGED ATTACK or HOLD
91-95 ACTION
SURRENDER (if humanoid and at less than 20% max HP) or FLEE (if at less
96-100 than 50% hp) or TAKE COVER & MAKE RANGED ATTACKS or (if no ranged
attacks) ATTACK

Menace Points If an enemy is wounded, add X once to
the Menace Points score. When a final
Menace Points are acquired whenever a blow kills a monster, add X twice instead
monster is wounded by a character. An easy of once to the Menace Points score.
way to keep track of them is to use a spare
d100. Set it beside your battlemap, and have it
display the current menace points.

206

How to Calculate X Monster CR x CR
number Subtotal
To calculate X, add up the CRs of all monsters,
then divide 20 by that number and round down. 12 x icewind kobolds CR ⅛ x 12 1.5
That provides your base number (X) for 4
Menace Points accumulated through wounds 1 x verbeeg marauder CR 1 x 4 1
inflicted on enemies. Let's look at an example
encounter. 2 x worgs CR ½ x 2
As shown in the adjacent table, for this
encounter X=3. That means that every time FINAL CR TOTAL 6.5
the PCs or an NPC allied with the PCs wounds (FCT)
an enemy, you add 3 to the Menace Points
score. As mentioned previously, this is then X = 20 / FCT 3
added to the roll on the Random Monster AI (rounded down)
table.
To draw the combat out longer, you might Determining Monster
want to add the optional rule that monsters can Targets
reduce the Menace Points score by X whenever
they wound one of the PCs or their allies. To determine who the monster attacks, count
the number of characters and devise an
appropriate dice roll. For two characters, roll a
d4 and divide by half (1-2=Character 1, 3-
4=Character 2). For three, use a d6. And so on.

Description of Each Result

1-10: Move for Tactical Advantage applicable, then you simply move to Attack. If
and Attack the creature can’t attack (perhaps because it is
too far away, then it moves and attacks, or
This result means that the monster gets itself makes a double move so that it can attack next
into the tactical position that makes the most turn.
sense for it given the current situation. For
example, if it can move and get into a flanking 26-40: Use Secondary
position on a character with another monster, Attack/Feature or Attack
then it will do that. But… perhaps not if that
nullifies its most powerful attack, which might Many monsters have two attacks, a primary
be ranged. Whatever the case, once it has one and then a less powerful one. This result
moved so that it can do maximum damage to means that you use the less powerful attack. If,
its target character, it will then attack. It will however, the monster only has one attack, then
not make a double move, unless it has no it does that.
ranged attacks.
41-60: Move & Attack nearest enemy
11-25: Shove or Help or Attack using most powerful method, or
Attack
Whenever the work “or” appears, this means
that, in order, you should check if something is This result means that the monster moves (if it
applicable, then if not, move to the next option. needs to) and attacks the nearest enemy using
For example, Shove really only makes sense if its most powerful method. If it cannot get close
there are two monsters, unless this monster can enough to use its most powerful method of
make a melee attack as a bonus action. The attack, then it uses the next attack that makes
theory is, the first monster shoves to attempt to sense. If it cannot make any attack, it takes
make the character prone, granting advantage double movement.
to the second monster’s attack.
Likewise, Help doesn’t make sense if there is
only one monster. So, if Shove and Help aren’t

207

61-80: Use Most Powerful Feature or this, it will simply attack using its regular
Take Cover & Make Ranged Attack method.
(if they can do so without incurring
AOO) or Attack Determining Monster
Types
Sometimes creatures have very powerful
abilities that need to recharge, or access to Use the following table when a need arises to
extremely powerful spells. If this is the case, determine a random monster type, such as
the monster uses its absolute deadliest attack, when you generate a random encounter with no
pulling out all stops. If it cannot do this, it details, or if you just need to generate a
takes cover (if available) and makes a ranged monster to populate a particular quest. Re-roll
attack, or it simply attacks using its regular if the result does not suit the environment or
method. particular flavour of the quest (or perhaps come
up with an interesting reason why that
81-90: Move Away to Allowance & particular monster is present).
Make Ranged Attack (incurring
AOO if necessary) or Dodge Random Monster Type Table

If the monster has ranged attacks, it moves d100 Monster d100 Monster
away to its full ability then makes a ranged Type Type
attack. It will even do this if doing so incurs
attacks of opportunity. If it has no ranged 01- Aberration 51- Fiend
attacks, it takes the Dodge action. 07 57

91-95: Flee (if Menace Points 30+ 08- Beast 58- Giant
then Dash, incurring AOO) or Use 14 64
Defensive Feature (e.g., healing,
invisibility) or Make Ranged Attack 15- Celestial 65- Humanoid
or Hold Action 21 71

Monsters aren’t stupid. Well, not all of them. 22- Construct 72- Monstrosity
Check the menace points score. If it is 30 or 28 78
above, the monster will incur AOO to get the
hell out of there, taking double movement. 29- Dragon 79- Ooze
If the Menace Points are below 30, then the 35 85
monster will use any defensive abilities it has,
such as becoming invisible and moving away, 36- Elemental 86- Plant
or healing itself. If it has ranged attacks, it will 42 92
move away to full allowance (if necessary) and
make a ranged attack. If it cannot do any of 43- Fey 93- Undead
these things, it will hold its action (i.e.: do 50 100
nothing)
If you get a humanoid result, use the humanoid
96-100: Surrender (if humanoid and table to refine your result even further.
at less than 20% max HP) or Flee (if
at less than 50% hp) or Take Cover &
Make Ranged Attacks or (if no
ranged attacks) Attack

If the monster has dropped to less than 20% of
its maximum hp, it will surrender if humanoid,
or flee if it is some other monster and at below
50% hp.
If neither of these apply, the monster will take
cover and make ranged attacks. Failing all of

208

Humanoid Table Using Skill Checks to
Determine Events in
d20 HUMANOID Battle
1-2 Duergar
3-4 Drow There are numerous events where a skill check
5-6 Svirfneblin is appropriate to determine a battle
7-8 Goblins event. Check out some examples below.
9-10 Dwarves
11 Kobold EXAMPLE SKILL CHECK
12 Xvart SITUATION Have your party make
13 Kuo-toa a Stealth check, with
14 Firenewt Creeping up on the DC being the
15 Orc the enemy enemies’ passive
16 Skulk Perception (use the
17 Bugbear A commander highest one).
18 Human issuing orders to Persuasion check, with
19 Nagpa his regiment the DC being the
20 Hobgoblin A PC trying to soldiers’ Wisdom score
Persuade an Persuasion check, vs a
Using Oracles In officer regarding straight Charisma
Combat tactics check from the officer
Monster trying to Intelligence check with
In place of the Random Monster AI, an oracle discern where DC being caster’s
(such as the one included in Chapter 1-8) can be magic is coming spellcasting ability
used to determine what monsters do. When from score.
using an oracle in this way, take into account
the monster’s motivation (perhaps as Determining Attacks
established by the story so far, or by any With Dice Rolls
available monster lore) and other factors.
If one monster or NPC is commanding a large Sometimes a creature will have two different
force (even an NPC on your side, such as a attacks, such as an icewind kobold which can
veteran commanding a squadron of town make two ranged attacks, one with a javelin
guards) then you could use the oracle to and one with dagger. You might reason that
determine how they direct their subordinates to the kobold has quite a few daggers but only one
act. Other factors can come into play here. Are javelin, and so you can use a dice roll to
the minions/subordinates willing to accept this determine which it uses as its ranged attack.
command? Perhaps a Persuasion check is It’s more likely to use daggers, right? Unless it
necessary. In this way, a whole story can gets desperate.
emerge around the events of a battle. [d6] (1-4) dagger (5-6) javelin.
You could use the oracle to determine whether
the enemy is on guard (harder to creep up on)
or currently distracted.

209

Chapter 5-2
Villain / BBEG Generator

The tools presented in this chapter are Tome of Adventure Design also contains a large
designed to assist you in creating the BBEG, or section entitled “The Villain’s Plan” which is
“Big Bad Evil Guy” in your quest. This is excellent for fleshing out villain motivations
another one of those situations where you may (pp.27-52)
have, as pseudo-DM, an idea of who the main
villain is, but your characters do not. Really, BBEG Principles
there are two approaches.
• They must be hard to defeat.
First Approach: Reveal • They need to make sense in the context of
the Villain Over the
Course of the the story.
Adventure • They need motivations and a backstory.
• They will usually have accomplices.
As you may have gathered from reading these • They will be more rounded out if you give
books, I often advocate an approach to freeform
solo adventuring where you let the clues and them some characteristics, flaws etc.
events encountered during the course of the
adventure determine the final outcome of the What Type of Monster
adventure, including the main villain. There’s a Are They?
bit of an art to this. In general, it refers to your
characters discovering certain clues, and the You could randomly determine your villain’s
player coming up with an ending / final monster type by using the Random Monster
encounter that ties all these loose ends Type table (p.208), or you could have a look at
together. what nature of clues your characters have
encountered so far in order to determine this.
Second Approach: There may be some items from the list of clues
Determine the Villain below that point to a particular type of
Early On monster, or perhaps these will be close enough
to the clues you have found to suggest
The other approach to generating your villain something similar.
is to create them early on, and then reveal this
villain to your characters as they journey A Note on Constructs,
through the adventure. Of course, this ruins the Oozes & Plants
surprise a little bit for the player, but it does
help you to create a more well-rounded villain. Although I have included constructs in the
table below, it is rare that you will find a
Other Tools construct as a BBEG, simply because they don’t
generally have any free will or personal
The Dungeon Master’s Guide has a huge range of motivations. However, perhaps you might come
resources to help round out your villain. across a cowardly artificer who pits you against
Chapter 4: Creating Nonplayer Characters is a powerful golem, and this could form your
essential reading in this regard. There is a final encounter.
section on NPCs which includes many useful A similar situation arises with oozes and plants.
tables, and later in the chapter a section As most of them are not fully sentient, it is hard
specifically on villains (pp.94-97). to bestow on them many of the traits that make
a villain memorable. With the exception of evil
treants, perhaps...

210

EXAMPLE CLUES ENCOUNTERED DURING QUEST POSSIBLE
BBEG

Aberrations and monstrosities encountered by heroes Aberration
Heroes find runes in some unknown language Beast, Giant
Heroes find evidence of planar travel Construct
Heroes find strange residues, slimes, scorch marks and
other odd traces
Heroes experience strange psychic effects
Animal droppings, tracks and other natural traces
Signs of natural destruction, shattered trees, ploughed earth etc
Dead livestock
Mechanical parts
Blueprints or plans for large contraptions

Large-scale damage to man-made and natural features

Smaller constructs as encounters / minions

Scorch marks found on rock walls and on open ground Dragon

Areas of erosion where acid could have eaten away at natural features Elemental
Corpses preserved in ice or burnt by acid or fire Fey
Huge, rending claw marks Fiend
General destruction (of villages, natural features, foliage etc)
Dead livestock
A large, cavernous lair

Scorch marks found on rock walls and on open ground

Areas of erosion where acid could have eaten away at natural features
Corpses frozen or burnt by fire
Large areas of earth torn up / disgorged
General destruction (of villages, natural features, foliage etc). Burning, tearing up
of terrain, hurricane-like destruction, flooding.

You are in forest terrain

Strange lights, sounds, odd occurrences
Foliage that moves, attacks or entraps characters
General disorientation / losing your way
Magic cast in place as rituals

Symbols drawn on floors / evidence of summoning

Arcane tomes or scrolls written in Infernal or Abyssal
Unknown runes

211

The sound of chanting Humanoid
Scorch marks Monstrosity
A generally ominous atmosphere Undead
Portals / Dimension doors
Evidence of calculated / planned malice
Discovery of detailed plans
Humanoid minions
Characters targeted for assassination
Rumours of a tyrant resident nearby
Siege machines / torture chambers / jails
Accumulated stocks / stored food / livestock
Really depends on monster
General mayhem / corpses
Terrified survivors
Rumours of terrifying creatures
Open Graves
Religious relics / artifacts / scrolls and other ephemera
Unholy symbols
Stench of death
Encountering skeletons / ghouls / other low level undead minions
Finding tombs / coffins etc

What’s Their Plan?

Every villain worth their salt has a plan. Here’s a list of six broad concepts for villainous motivation.
The Monster Types column offers suggestions about what type of creatures might pursue the stated
plan.
Roll once for a simple plot, or twice for something a bit more complicated. After you have a general
direction, roll for some keywords in order to give your concept a bit more detail.

212

General Villainous Motivation Table MONSTER
TYPES
d6 MOTIVATION

Usurpation / Overthrow
This general plan could involve anything from overthrowing the government or the
monarchy, to rallying armies and invading a kingdom, or even just a local creature or
1 dark lord aiming to conquer and control a town. This plan will need to be broken All

down into stages, however, and any intelligent creature will realize this. As with all of
these, add keywords for flavour.

Acting as Agent
The villain may be the head of some kind of cult or guild. Through coercion, violence,
manipulation, brainwashing or any other means of persuasion, they are attempting to
bring as many individuals into their fold as possible. Perhaps they consider
2 themselves to be a godlike figure, or perhaps they are acting as the emissary for an Dragon, fey,
ancient (perhaps even forgotten) god of some kind. They could even see themselves as fiend, giant,
agents of change to bring an ancient prophecy into effect. humanoid,
Summoning is another common type of this sort of quest. The villain must enact undead

some ritual in order to bring about the return of an ancient, powerful force. Or,
perhaps they are opening a gate to another dimension or hellish plane. Either way,
there is a definite element of madness and mayhem to this thread.

Change Their Own Nature Aberration,
A common motivation for villains is to change their own state to one of godhood,
immortality or perhaps even undeath. The creature either needs to perform a ritual, celestial, dragon,
3 gain an item, or prolong their life / elevate their divine status indefinitely by some fey, fiend, giant,
other means. Doing so would make them undefeatable, which is not a good state of humanoid,
affairs! Discern what it is they have to do / who they have to kill / what they have to undead
obtain in order to make this happen, and then use keywords to fill in the blanks.

Acquire / Keep Things or Resources
This is perhaps a precursor to something more serious. It’s also the only kind of plot
that a beast will become a villain within (i.e., a bear marauding livestock or something
similar). It involves an attempt to gain control over an item or resource. Examples Beast, dragon,
4 could range from a warlord taking a forest to provide timber for siege weapons. It fey, giant,
could also include a sorceress stealing an ancient relic that grants her great power. humanoid
Resource control could also mean stealing treasure of some sort, conducting a heist or
stealing a relic. It could also mean that the creature has already obtained the resource
/ thing, and is now trying to keep it, wielding the control that it bestows.

Creation / Proliferation Dragon, fey,
Perhaps the villain is involved in the creation of a terrible device or war that will
wreak utter devastation on the populace. Or perhaps they are seeking to spread a fiend, giant,
5 disease that will wipe out the populace, or create a spell so powerful that it cannot be humanoid,

allowed to exist. They may even be trying to do something as ambitious as creating undead
an entire world or dimension of their own where they can imprison people.

Insane Obsession
Sometimes villains are not always born that way, but through latching onto a
particular idea or becoming obsessed with a particular notion, perpetrate evil acts
6 through their obsession. E.g., Someone loses the love of their life, and then becomes Dragon, fey,
obsessed with the idea of bringing them back from death at all costs. fiend, giant,
This can also include the very common motivation of revenge. A slight (real or humanoid,
imagined) or truly heinous offense or crime committed against someone (or someone undead

dear to that person) can consume them to the point where their only thought is the
destruction of the offender.

213

Villainous Dispositions Table

To get an idea for what sort of disposition / nature the villain possesses, roll once or twice on this
table.
d12 DISPOSITION

Disregard
This villain is so far removed from normal society that the general populous is nothing to them - irrelevant,
1 really. Perhaps their true motivation lies elsewhere, on another plane, and humanoid subjects are mere pawns in
their game. There’s almost a kind of psychopathic apathy towards life going on here. Maybe they’re not even
actively evil, it’s just that they feel no remorse.

Insane
2 This type of villain just wants to bring about mayhem. Their only desire is to set heinous events in motion and

then watch the world burn.

Cocky / Arrogant

3 This villain is so full of themself that they believe nothing will stand in their way. They have a great sense of self-
importance and may have come from a wealthy background, or perhaps the opposite and feel they have to make

up for this.

Envious / Covetous

4 This state of mind leads the villain to covet a particular thing, person, kingdom or state of being. They resent
those who currently possess it and are bent on taking it from them, possibly destroying those people in the

process.

Mischievous / Trickster

5 This villain delights in causing misery and confusion to others, taking great delight in suffering and the
proliferation of their own plans. Think the Joker from Batman or Loki from Norse mythology (Loki is a great

example as he’s not always a villain).

Dark / Sombre / Sorrowful
6 This villain almost sees their own dark path as inevitable, and treads it no matter the consequences, even to their

own safety. There is a kind of gothic fatality to this mindset, a sombre resignation to the pre-ordained.

Dangerously Obsessed / Frustrated
7 This person has lost most of their reason and has become obsessed with obtaining a thing, state, or person. They

have developed tunnel vision and will not let anything stand in the way of their goal.

Outwardly Friendly / Deceptive / Con Artist

8 This villain presents a magnanimous, accommodating, agreeable personality to the world, but their true nature is
concealed. Perhaps they even keep their wrongdoings secret from the world as well, until they are exposed.

Trickery and deceit are an integral part of their modus operandi.

Disgusted / Hateful / Contemptuous

9 The majority of society disgusts this particular villain, who views everyone as beneath them, not worthy of their
respect. They view the world contemptuously and are bent on doing everything they can to bring about its

destruction.

Determined / Ambitious

10 This personality is the province of tyrannical lords and nobles, tinpot rulers who seek to enlarge their dominion
and their rule. They might achieve this by invading other lands, controlling resources or systematically

destroying their enemies.

Psychopathic / Evil

11 For whatever reason, this person is just out-and-out mad, bad, and dangerous to know. They care nothing for
anyone, possibly even themselves, and just live to inflict pain. They are sadists and vindictive tyrants. Think

Sauron from Lord of the Rings.

Matter-of-Fact

12 This type of villain presents as calm and composed, but will not hesitate to be ruthless. They never allow
themselves to get ruffled and may even be quite polite to enemies. In fact, you could almost like them… if it

wasn’t for the heinous acts that they perpetrate.

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What Are Their Methods?

Is the villain’s plan out in the open for everyone to see? Or are they keeping their machinations
secret, eager to get as many things in place so that by the time their plan is underway, it is too late
for the villain’s enemies to do anything about it?
Or, are they brazen, so sure of themselves that they openly defy their rivals to challenge them? Give
this some thought and decide what approach they are taking. You may even choose to roll twice: a
smart villain could well employ several methods to achieve their goals.

Villainous Methods Table

d6 DISTINCTIVE FEATURE

1 They accomplish most things by stealth, possibly using agents to assassinate and get things in
place.

2 They are expert at political machinations in order to achieve their goals.

3 They amass armies and achieve their goals by sheer force of numbers.

4 They gain advantage by stealing, lying, kidnapping, general deception.

5 They are quite insane and generally just indulge in mayhem to achieve their goals, if they
have any goals that can be defined.

6 They work through high-powered minions and lieutenants to achieve their goals,
manipulating from afar.

The Devil in the Details

To really flesh out your villain and give them some personality, have a look at the following tables of
distinctive features and traits.

Distinctive Features: Aberration / Beast / Fiend / Monstrosity Villains

d8 DISTINCTIVE FEATURE
1 The creature drips with some kind of planar residue.
2 The creature has burn marks
3 The creature is a bizarre mixture of colours
4 The creature has seen battle and is covered in scars
5 The creature has an object embedded in its skin
6 The creature limps or has some other minor injury
7 The creature has adorned one or more of its extremities with jewels or other tokens
8 The creature gives off a horrendous stench

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Distinctive Features: Construct Villains

d6 DISTINCTIVE FEATURE
1 The creature has burn marks on its exterior
2 The creature is a cobbled-together mixture of parts
3 The creature has seen battle and is cosmetically damaged
4 The creature has an object embedded in its exterior
5 The creature moves awkwardly or is missing some part
6 The creature has had one or more of its extremities adorned or altered in some way

Distinctive Features: Dragon Villains

d8 DISTINCTIVE FEATURE
1 The creature speaks with a strange accent
2 The creature has burn marks
3 The creature has a brand or tattoo-like mark on its skin
4 The creature has seen battle and is covered in scars
5 The creature has an object embedded in its skin
6 The creature limps or has some other minor injury
7 The creature has adorned one or more of its extremities with jewels or other tokens
8 The creature has interesting-coloured, or different-coloured eyes.

Distinctive Features: Fey / Giant / Humanoid Villains

d12 DISTINCTIVE FEATURE
1 They have a strange or interesting haircut
2 They speak with a strange accent
3 They are tattooed
4 They are scarred
5 They have a limp or other minor injury
6 They wear a lot of jewellery or are ornately dressed - or both
7 They have interesting-coloured, or different-coloured eyes.
8 They have multiple piercings
9 They are missing a limb or several extremities
10 They have braided hair or a beard
11 They are constantly playing with an object
12 They wear a trinket or memento of some sort

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Distinctive Features: Undead Villains

d12 DISTINCTIVE FEATURE
1 They are missing skin and bones are showing through
2 They speak with a strange accent
3 They are tattooed
4 They are scarred
5 They have a limp or other minor injury
6 They wear a lot of jewellery or are ornately dressed - or both
7 They give off a horrendous stench
8 They have multiple piercings
9 They are missing a limb or several extremities
10 They have braided hair or a beard
11 They are constantly playing with an object
12 They carry a trinket of some sort from when they were living

Flaws & Weaknesses

Tread carefully when bestowing flaws and weaknesses on your main villain. It’s ok when you are
acting as DM for a group of players, but when you possess this knowledge as a solo player, it can
render your villain laughably easy to defeat. Perhaps consider only having this be something that
comes into play if an oracle or a set of keywords determines it on the fly.
However, having said that, here is a list of possible weaknesses that your villain may possess.

Villain Flaws & Weaknesses Table

d8 WEAKNESS

1 They are vain to a fault, and may succumb to flattery (Persuasion / Deception checks?)

2 They are so obsessed with their own goals that they lack the ability to see the broader picture,
and therefore can be blindsided.

3 They possess some sort of phobia.

4 They are greedy and can easily be lured with the promise of wealth or a valuable relic
(Persuasion / Deception).

5 They are paranoid and are convinced that everyone is out to betray them, including their own
allies. This may or may not be true.

6 They have become so convinced of their own infallibility that they can easily miss details or
unassuming people who possess formidable power.

7 A secret object is the source of the villain’s power. Control that, and you control the villain.

8 A particular weapon is deadly (vulnerability) towards the villain. Perhaps another quest can
locate it.

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Likeable Traits of the Villain

Even villains have some redeeming features. For a little more depth of character, roll on this table of
likeable traits.

d8 LIKEABLE TRAIT

1 They possess impeccable manners and may even be quite hospitable to the party.

2 They have great taste in art, music and other cultural things.

3 They are an enemy of another enemy of the party.

4 They are extremely accomplished and knowledgeable in their field.

5 They are eloquent and witty, even though ruthless.

6 They observe tradition to a fault, and respect others that do so (even though they might kill
them eventually!)

7 They have worked hard to get to where they are and pay respect to their mentors.

8 They treat their subordinates well and are eager to bring others into their fold.

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Chapter 5-3
Lair Generator

This chapter aims to provide the tools to Beast Lair Table (Reroll if not appropriate)
quickly generate a lair for a boss monster /
villain / BBEG. It is predicated on the d6 BASIC LAIR TYPE
assumption that you don’t have much of an idea 1 Cave
about your villain, and you need to provide a 2 Swamp
background against which the final encounter 3 Abandoned structure
of your quest can take place. Ideally, it’s used in 4 Cavern system
conjunction with the previous Chapter 5-2: 5 Forest
Villain / BBEG Generator. 6 Burrow
If you have not used Chapter 5-2 to generate
your villain, and already have a good idea of Construct / Humanoid Lair Table
what their lair would be like, then just go with
the ideas you already have. Also, another d8 BASIC LAIR TYPE
resource worth mentioning in this regard is 1 Workshop / Laboratory
Monster Manual. The lore on each monster 2 Tower
contained in that book can provide great ideas 3 Cave
regarding lairs and other monster flavour. 4 Encampment
Volo’s Guide to Monsters also contains a great 5 Abandoned structure (castle?)
selection of sample lairs which could easily be 6 Ship
dropped into any solo quest. 7 Airship
The tables are arranged by monster type. 8 Dungeon / Tunnels
Simply find the monster type for your BBEG, 9 Structure within a city
and roll on the corresponding table to get a 10 Wilderness
basic lair type. Then proceed to the sections
Refining the Result and Further Detail, below.

Aberration / Monstrosity Lair Table

d8 BASIC LAIR TYPE
1 Cave
2 Planar space
3 Abandoned structure in

wilderness
4 Cavern system
5 Sewers beneath a city
6 Swamp
7 Dungeon
8 Temple
9 Forest
10 Structure within city

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Dragon Lair Table Fiend Lair Table

d8 BASIC LAIR TYPE d12 BASIC LAIR TYPE
1 Volcano 1 Volcano
2 Cave within a swamp 2 Planar space
3 Abandoned Structure 3 Abandoned structure
4 Cavern System (multiple entrances) 4 Cavern system (multiple entrances)
5 Tunnels / Dungeon 5 Dungeon / Tunnels
6 Cave within a forest 6 Cave within a forest
7 Cave high on a mountain 7 Cave high on a mountain
8 Canyon / ravine cavern 8 Canyon / ravine cavern
9 Sewers
Elemental Lairs 10 Temple
11 Mage’s Tower
Generally, an elemental does not have a lair, 12 Structure within a city
but may lurk within a system of tunnels or a
forest (earth elemental) a volcano, a dwarven Giant Lair Table
forge or somewhere very hot (fire elemental)
beside a body of water, a river or flooded d10 BASIC LAIR TYPE
caverns (water elemental) or really anywhere 1 Workshop / Laboratory
there is open air (air elemental). They may also 2 Tower
lurk on the plane associated with their 3 Cave
dominant trait (e.g., Efreeti generally reside on 4 Encampment
the Elemental Plane of Fire) or act as 5 Abandoned structure (castle?)
lieutenants for another, more corporeal being 6 Ship
with the power to summon and command them 7 Airship
(e.g., a high-level mage). 8 Dungeon / Tunnels
9 Structure within a city
Fey Lair Table 10 Mountain / Sky / Planar Fortress

d8 BASIC LAIR TYPE
1 Forest clearing
2 Treehouse
3 Tunnel system within a forest
4 Cavern system
5 Forest gully
6 Cave within a forest
7 Abandoned structure within a forest
8 Hollowed-out tree

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Undead Lair Table Refining the Result

d12 BASIC LAIR TYPE Once you have a basic description for your
1 Graveyard villain lair, you could then use any number of
2 Tomb tools provided within TSAT1 or TSAT2 to
3 Abandoned Structure flesh it out. For example, if you get the result
4 Cavern System (multiple entrances) Abandoned structure, you could decide that your
5 Dungeon / Tunnels villain is holed up in an old castle, and then use
6 Cave within a forest the Castle Generator (Chapter 2-3) to provide all
7 Haunted house the detail.
8 Sewers beneath a city
9 Temple
12 Structure within a city

Refining the Result Table

BASIC LAIR TYPE NOTES

Abandoned structure Place this structure within either your current environment type (e.g.,
desert) or within an adjacent area, and then roll on the Minor Feature:
Structure table on pp.71-72 of TSAT1.
Alternately, you could use either the Urban Landmark table or one of the
Merchants by District tables given in Chapter 2-1: Urban Generator of this
book.

Airship This creature inhabits an airship which doubles as both mode of
transport and lair. How are you going to get to it, to defeat it? Perhaps
you must wait until it lands somewhere.

Burrow This could be a single cave-like hole, or a network of burrows, for which
you could probably adapt Chapter 2-2: Natural Cavern Generator.

Canyon / ravine The classic lair type. Add a terrain feature by consulting the table below,
cavern Example Terrain Features for Lairs.
Cave high on a
mountain / within a
forest / within a
swamp

Cavern system Use Chapter 2-2: Natural Cavern Generator from this book to provide
detail.

Dungeon / Tunnels Use either Chapter 8: Random Dungeon Generation (pp.40-56) from TSAT
1, or Appendix A: Random Dungeons (pp.290-301) from Dungeon Master’s
Guide.

Encampment Stationed in the wilderness, this could be a travelling gypsy caravan, or
it could be a more established settlement of tents. The best way to
proceed here would be to use oracle and keyword rolls.

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Forest This could be a small copse of trees which the villain calls home, or
Forest Clearing perhaps a large forest where they can effectively hide for days, even
Forest Gully weeks on end. This type of villain might be hard to track down.
Graveyard This lair is an ideal spot for a fey villain to station themselves. Perhaps
Haunted House there are magical wards in place, inscribed on boulders and the trunks of
Hollowed-out Tree trees.
A rend in the earth with a forest, this gully could be an ideal place to
Mage’s Tower avoid detection from prying eyes.
We all know undead like to hang about in these places. A specific tomb
Mountain / Sky / within a graveyard might be its preferred location, or perhaps it ranges
Planar Fortress about the whole area.
Planar Space Within a city, out in the country, or wherever you might find it, this lair
Sewers beneath a city is frightening in and of itself! You might find all sorts of scary features
Ship here, and no doubt this villain has amassed an army of undead or other
Structure within a nasties as henchmen.
city This definitely suggests a fey villain. Perhaps this tree is huge and
Swamp contains levels, like a wizard’s tower, or perhaps it is an entrance to an
Temple underground network of root-dungeons.
Tomb The mage could be the villain here, or perhaps something they
summoned now inhabits the abandoned tower of the mage this creature
killed. This is fairly open to interpretation, but no doubt there will be a
few interesting features (old festering potion cauldrons, forgotten
glyphs) that will keep your PCs on their toes!
Cloud giants, demons and other powerful beings like to get up high and
look out over their dominion. Elementals as minions? And how do you
reach these places? It’s going to take a crafty adventurer to defeat this
villain.
This planar lair could really be anything, from a grand castle to a pocket
dimension where the ordinary rules of reality no longer exist. The best
way to proceed here is with keywords.
Who knows what sort of aberrations, monstrosities, guilds of corrupt
humanoids, undead or other horrors lurk down here? A classic lair used
by many villains who don’t mind the smell but want to stay fairly close
to urban goings-on.
The ideal lair for a pirate humanoid, or perhaps an undead or fiend
masquerading as one. You will need some sort of waterborne or airborne
transport just to reach them.
Go to Chapter 2-1: Urban Generator, and use the Merchants by District
tables (pp.92-95) or Urban Landmark table (p.85) to discern which
building this creature is within.
Green dragons prefer swamps as lairs and generally find a nice hole
within them. Undead are also to be found, possibly hanging around
ruined structures that are being reclaimed by nature.
Deep within forests and jungles, perched on rugged coastlines or high on
clifftops, a temple is an ideal lair for all sorts of villains.
This lair could be within a graveyard or isolated out in the middle of the
wilderness. Ideal spot for an undead lord to start summoning an army to
invade a town or simply to terrorise the surrounding area.

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Tower An abandoned castle, stronghold or watchtower is a great lair. How old
is it? Is falling masonry a danger? Perhaps the floor has fallen through
Treehouse in places. And it might be quite hard to sneak up on as well.
Tunnel system within An elven mage might choose this as a lair, or even a particularly
a forest innovative goblin or orc war chief. After all, it gives a good view of the
Volcano surrounding area and also gives you the advantage of making ranged
Wilderness attacks from high ground.
Workshop /
Laboratory Use the Natural Cavern Generator (Chapter 2-2).

This is a pretty epic villain lair, perhaps for someone who has immunity
or resistance to fire damage. A red or black dragon or fire elemental
would feel at home here.
Creature is roaming the wilderness, without any fixed abode.
Perhaps situated within a city, this is the perfect lair for a mad alchemist
or artificer, or brewer of extremely dangerous potions.

Further Detail

To add more dressing, roll for a few random items within the lair by using the Item table (p.163) or
the Dungeon Dressing tables in the Dungeon Master’s Guide (pp.298-301).

Terrain Features

Use this table to provide some interesting terrain within the villain’s lair, or within the area of your
final encounter (or any encounter, really!) Either roll for a random result, or choose a result that fits
thematically.
When consulting the notes for each of these terrain features, consider any bonuses or penalties
carefully, as they will affect the balance of any encounters.

Terrain Features Table for Lairs / Final Encounters
Here are some examples of features that you could work into your final encounters, or any encounters
really. Make the feature fit with the theme of your story and soon you will be crafting memorable
encounters a cut above the average. If none of these interest you, try creating your own features with
a few keyword rolls.

d100 FEATURE NOTES

01- Vegetation If outdoors, this could be thorny bushes (steer clear of things like
04 assassin vines as this increases the encounter difficulty). If in a
dungeon, it could be some sort of fungi that releases poisonous spores
when disturbed. The spores could have any number of effects.

05- Pools of liquid Acid, poison, lava or some other substance that must be avoided. Or,
08 that creatures can be pushed into.

09- Elevation An elevation with terrain, like a plateau, can provide an interesting
11 dynamic. It could be a slight elevation stopping one side from entering
melee with the other (unless they use an action to scale said elevation),
or perhaps high ground which grants an attack bonus.

12- Containers with This could be a wizard’s lab where random potion bottles can easily be
15 volatile broken, releasing magical effects, or perhaps a storeroom in a castle
substances where barrels of gunpowder can ignite if touched by fire. Or anything
you can think of!

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16- Hissing steam Perhaps your final battle takes place in a sewer. Every time you are
18 pipes beside one of these pipes, roll a d20. On a 19 or 20, the pipe belches
out steam and you must move to get out of the way or take 1d8 fire
damage.

An army of automatons making siege weapons? A creation forge
churning out warforged warriors? Basically, any encounter that
happens in the area of a mechanised system of some sort is going to
19- Production line / have that extra touch of danger.
21 Moving There could be all manner of mechanisms in action. Giant mechanical
mechanisms pistons, steam vents, turning gears… the whole encounter area could

be some sort of clockwork factory. Make it fit with the theme of your
BBEG and work it into the story.

22- Suspension A battle on a swinging bridge could involve dex saves, the chance of
25 bridge getting thrown off the bridge…

26- Chasm There are always chasms and sinkholes underground, very useful for
29 hurling bothersome enemies into. However, such strategies can always
backfire!

30- Broken floor Smashed cobbles, rickety floorboards and the like can all provide the
33 possibility of someone tripping over and becoming prone.

34- Quick sand Similar to pools of liquid, this is a very dangerous one for outdoor
37 encounters. Repeated strength checks required to escape. And while in
there, any creature is really a sitting duck.

38- Boulders / fallen Simple but effective, a boulder or piece or masonry can provide cover,
40 masonry high ground or just restrict you from entering certain areas.

41- Magical glyphs / Perhaps some mage has scrawled runes on the wall the trigger fireball
44 glyph traps every time you walk past them.

45- Fire An area of the terrain is on fire? Could be as the result of a wayward
47 fireball, or some other occurrence.

48- Collapsing In a library, perhaps shelves of books are toppling over. In a wizard’s
52 shelves lab, perhaps it is shelves of potions. Either way, they will need to be
dodged!

53- Broken glass or
56 any sharp, shard- Tread carefully or take some piercing damage!
like material

Slick surface, Ball bearings are an easy way to make an area difficult terrain for your
enemies, but sometimes such hindrances occur naturally. You might
rubble-strewn be fighting on a scree-covered slope, or in a dungeon strewn with
57- surface, anything rubble. Easy to fall over and become prone in such a situation, unless
60 either slippery or you can succeed on a (relatively low DC) dexterity save/check each

movable round.
A muddy hillside is a simple way to implement this idea.

61- Noxious stench As of a dead animal, or multiple corpses. Alternately, some kind of foul
64 vegetation might be emitting a smell. This might require wisdom
saves, or perhaps an extra save for wizards to maintain concentration.

65- Underwater Part of the terrain / room is submerged. This could be as a result of
67 flooding, an underground river impinging on the area, or perhaps the
whole structure is half in water - or even fully underwater!
Perhaps the water is even rising, adding a time pressure element to
the encounter.

224

68- Mirror room This provides the opportunity to impose Perception checks on your
70 characters and monsters to have them determine where the enemy
actually is.

71- Hostages If the enemy has hostages, allies of the PCs, imprisoned somewhere in
73 the final encounter area, this can provide an interesting dynamic
where the PCs have to avoid harming the creatures. The enemies can
also use these hostages as cover.

74- Parts of the encounter area where magic does not function. The
77 Anti-magic zones difference is, the BBEG recognizes where those areas are while the

characters do not.

78- Wild magic zones Parts of the encounter area that cause any spell to undergo a wild
81 magic surge every time a spell is cast.

82- Anti-gravity The rules of physics? Gone.
85 zones

In the Underdark, there is a mineral known as Redstone which can
cause certain hits to have extra effect. I.e., critting on a 19 or a 20. You
86- Volatile minerals could take this concept and extend it - minerals that cause creatures to
88
polymorph when they come near, gain banes or boons, or any number
of things.

89- Docks / sewers / Any urban area that sees a lot of industrial action is going to have
92 warehouses crates, sacks, treacherous surfaces, cranes to swing on, and any
number of other terrain features.

93- Fog /smoke / Obscuring vision, interrupting line of sight.
96 steam

The various sides of the battle are in carts, or airships, or on flying
carpets, or any variation of the above. Perception checks required / the
97- Moving vehicles ability to ram other vehicles to impose disadvantage on attacks… you
100 could come up with an interesting set of mechanics for such a

situation.

225

Chapter 5-4
Solo Monster Encounter Tables

(Levels 16-20)

Introduction upwards in difficulty. Therefore, you are looking to make
a low roll, if you can!
TSAT1 contains solo-friendly encounter tables to take
characters up to level 15. The tables in this chapter Monsters by
provide encounters from levels 16-20.
Your solo game will benefit hugely by your learning how Environment
to create your own encounters using the mechanics given
on pp.82-83 of Dungeon Master’s Guide. As you will know Following the encounter calculators is a list of monsters
if you have read those pages, parties of small numbers (1- organized under terrain headings, then sub-grouped by
2) require different calculations than parties of larger CR. This section is called Creature Tables by Environment &
numbers (3-5). It is recommended that you learn how to CR. Using the encounter calculators with the monster
create balanced encounters for your 1-2 PC party, or that lists, an endless variety of encounters can be generated.
you find a reliable online encounter generator that factors For ease of reference, several of the monster tables from
in these nuances. Of course, if you are soloing with 3 or TSAT1 are included herein, so you’re not having to flick
more PCs, then you can find a number of encounter tables, between books constantly. The monster tables go all the
both in pdf and online generator form, that will help you way up to CR13, which is the highest you will require for
create monster encounters. The resources in this chapter single PC parties.
(and Chapter 16 of TSAT 1) are aimed at parties of 1-2 You may have your own monster tables which you wish
PCs. to use, or your own monster resources (such as the
The monster numbers below are mere suggestions, and excellent Monster Manual Expanded Series by Dragonix).
there will be other CR combinations that fit as well. For The way that the encounter tables are structured should
encounters where all monsters are the same CR, every enable you to easily construct encounters using any
combination up to a maximum number of five monsters monsters, simply by referring to their CR.
per encounter is included below (up to CR 14). The Something to consider is that not all monsters contained
highest enemy a solo level 20 PC can realistically face is a in official resources have a terrain as such. Some appear in
CR 13 monster, which is a deadly encounter. Two level 20 special circumstances - planar disruptions, magical
PCs can potentially tackle a CR 19 monster in a deadly summoning and the like. When coming up with
encounter. interesting encounters for your party, perhaps read
The method for generating encounters using the tools in through monster CR lists and create some interesting
this chapter is the same as in TSAT 1. stories as to why, for example, a chain devil might appear
in a swamp. That is not its terrain, but as a chain devil
Method does not really have an assigned terrain, you are not going
to encounter it otherwise. Also, it is well worth your while
1. Roll on the appropriate difficulty table for your solo reading through the monster lore provided in resources
PC’s level (if you are using 2 PCs, consult the like Monster Manual which can give you great ideas about
heading 2 PCs, below). encounters and even whole quests for your characters.
Here and there I have taken a little creative license when
2. Find the result on that table (e.g.: 1 CR 4 + 2 CR 2 it comes to where certain monsters are placed.
Monsters). Take note of that result. Encountering a stone golem or shield guardian
underwater? Well, constructs don’t need to breathe, and
3. Go to Section Two: Creature Tables by Environment and either one of those could be guarding an ancient
CR. Find the environment that your PC or PCs are underwater ruin. A fire giant in a desert? A clay golem in
currently in. a swamp? These aren’t standard canon locations for these
creatures, but to me they make sense.
4. Roll on the appropriate CR table(s) that you noted It is worth noting that the tables in Section One are scaled
down earlier. so that higher rolls provide more difficult encounters
within the tables. So you want to roll low!
2 PCs

A conversion table for 2 PCs is included after the solo PC
tables. The 2 PC conversion table in TSAT 1 went from
level 1-10. The one in this chapter goes from level 11-20.
The encounter calculators below are for a solo character
of level 16-20. Within each level, a table for each difficulty
(easy, medium, hard, deadly) is provided. And, as in the
first book, the encounters within each table also scale

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Section One

Encounter tables By PC level

(adjusted for the solo PC)

Level 16 Solo PC Encounter Calculator

Level 16: Easy Level 16: Hard

d8 Encounter d6 Encounter
1 1 CR 2 + 2 CR ½ Monsters 1 1 CR 5 + 1 CR 3 Monster
2 1 CR 4 Monster 2 1 CR 4 + 2 CR 2 Monsters
3 2 CR 2 Monsters 3 3 CR 3 Monsters
4 4 CR 1 Monsters 4 5 CR 2 Monsters
5 1 CR 5 Monster 5 1 CR 8 Monster
6 1 CR 3 + 2 CR 1 Monsters 6 1 CR 6 + 1 CR 4 Monster
7 2 CR 3 Monsters
8 1 CR 4 + 1 CR 2 Monsters Level 16: Deadly

Level 16: Medium d6 Encounter
1 2 CR 5 Monsters
d6 Encounter 2 2 CR 4 + 1 CR 3 Monster
1 3 x CR 2 Monsters 3 1 CR 9 Monster
2 1 CR 6 Monster 4 3 CR2 + 1 CR 5 Monster
3 1 CR 4 + 1 CR 3 Monster 5 2 CR3 + 1 CR5 Monster
4 1 CR 7 Monster 6 1 CR 6 + 1 CR 5 Monster
5 2 CR 4 Monsters
6 4 CR 2 Monsters

227

Level 17 Solo PC Encounter Calculator

Level 17: Easy Level 17: Deadly

d8 Encounter d6 Encounter
1 4 CR 1 Monsters 1 2 CR 4 + 3 CR 2 Monsters
2 4 CR 1 Monsters 2 2 CR 4 + 2 CR 3 Monsters
3 1 CR 5 Monster 3 2 CR 6 Monsters
4 1 CR 3 + 2 CR 1 Monsters 4 1 CR 6 + 2 CR 3 Monsters
5 2 CR 3 Monsters 5 3 CR 4 + 1 CR 2
6 3 CR 2 Monsters 6 1 CR 7 + 1 CR 5 Monster
7 1 CR 6 Monster
8 1 CR 4 + 1 CR 3 Monster

Level 17: Medium

d6 Encounter
1 2 CR 3 + 1 CR 1 Monster
2 1 CR 7 Monster
3 2 CR 4 Monsters
4 4 CR 2 Monsters
5 3 CR 3 Monsters
6 1 CR 8 Monster

Level 17: Hard

d6 Encounter
1 1 CR 4 + 3 CR 2 Monsters
2 1 CR 6 + 1 CR 4 Monster
3 2 CR 5 Monsters
4 1 CR 9 Monster
5 3 CR 4 Monsters
6 5 CR 3 Monsters

228

Level 18 Solo PC Encounter Calculator

Level 18: Easy Level 18: Medium

d8 Encounter d10 Encounter
1 4 CR 1 Monsters 1-2 1 CR 7 Monster
2 1 CR 5 Monster 3-4 2 CR 4 Monsters
3 1 CR 3 + 2 CR 1 Monsters 5-6 4 CR 2 Monsters
4 2 CR 3 Monsters 7-8 3 CR 3 Monsters
5 3 CR 2 Monsters 9-10 1 CR 8 Monster
6 1 CR 6 Monster
7 1 CR 4 + 1 CR 3 Monster Level 18: Hard
8 1 CR 4 + 2 CR 1 Monsters
d6 Encounter
1 1 CR 6 + 1 CR 4 Monster
2 2 CR 5 Monsters
3 1 CR 9 Monster
4 3 CR 4 Monsters
5 5 CR 3 Monsters
6 2 CR 6 Monsters

Level 18: Deadly

d6 Encounter
1 1 CR 5 + 3 CR 3 Monsters
2 1 CR 8 + 1 CR 4 Monster
3 1 CR 7 + 1 CR 6 Monster
4 1 CR 11 Monster
5 4 CR 4 Monsters
6 1 CR 8 + 3 CR 1 Monsters

229

Level 19 Solo PC Encounter Calculator

Level 19: Easy Level 19: Hard

d8 Encounter d8 Encounter
1 1 CR 5 Monster 1 1 CR 9 Monster
2 2 CR 3 Monsters 2 3 CR 4 Monsters
3 3 CR 2 Monsters 3 5 CR 3 Monsters
4 1 CR 6 Monster 4 2 CR 6 Monsters
5 1 CR 4 + 2 CR 1 Monsters 5 1 CR 5 + 3 CR 3 Monsters
6 1 CR 7 Monster 6 1 CR 8 + 1 CR 4 Monster
7 2 CR 4 Monsters 7 1 CR 7 + 1 CR 6 Monster
8 4 CR 2 Monsters 8 1 CR 11 Monster

Level 19: Medium Level 19: Deadly

d8 Encounter d8 Encounter
1 1 CR 5 + 1 CR 3 Monster 1 4 CR 4 Monsters
2 3 CR 3 Monsters 2 1 CR 6 + 3 CR 3 Monsters
3 1 CR 5 + 2 CR 1 Monsters 3 1 CR 8 + 3 CR 1 Monsters
4 5 CR 2 Monsters 4 2 CR 7 Monsters
5 1 CR 8 Monster 5 1 CR 7 + 4 CR 2 Monsters
6 1 CR 4 + 2 CR 3 Monsters 6 1 CR 7 + 3 CR 3 Monsters
7 4 CR 3 Monsters 7 1 CR 6 + 4 CR 3 Monsters
8 2 CR 5 Monsters 8 1 CR 12 Monster

230

Level 20 Solo PC Encounter Calculator

Level 20: Easy Level 20: Hard

d10 Encounter d12 Encounter
1 2 CR 3 Monsters 1 5 CR 3 Monsters
2 3 CR 2 Monsters 2 2 CR 6 Monsters
3 1 CR 6 Monster 3 1 CR 5 + 3 CR 3 Monsters
4 1 CR 4 + 2 CR 1 Monsters 4 1 CR 8 + 1 CR 4 Monster
5 1 CR 7 Monster 5 1 CR 7 + 1 CR 6 Monster
6 2 CR 4 Monsters 6 1 CR 11 Monster
7 4 CR 2 Monsters 7 4 CR 4 Monsters
8 3 CR 3 Monsters 8 1 CR 6 + 3 CR 3 Monsters
9 1 CR 5 + 2 CR 1 Monsters 9 1 CR 8 + 3 CR 1 Monsters
10 5 CR 2 Monsters 10 2 CR 7 Monsters
11 1 CR 7 + 4 CR 2 Monsters
Level 20: Medium 12 1 CR 7 + 3 CR 3 Monsters

d8 Encounter Level 20: Deadly
1 1 CR 8 Monster
2 1 CR 4 + 2 CR 3 Monsters d8 Encounter
3 1 CR 5 + 4 CR 1 Monsters 1 1 CR 6 + 4 CR 3 Monsters
4 4 CR 3 Monsters 2 1 CR 8 + 3 CR 2 Monsters
5 2 CR 5 Monsters 3 3 CR 5 Monsters
6 1 CR 9 Monster 4 5 CR 4 Monsters
7 1 CR 6 + 2 CR 2 Monsters 5 1 CR 6 + 3 CR 4 Monsters
8 3 CR 4 Monsters 6 1 CR 6 + 5 CR 3 Monsters
7 1 CR 13 Monster
8 1 CR 7 + 3 CR 4 Monsters

231

2 PC Conversion Table

Using the following table, and the encounter tables that follow, you can create balanced encounters
for your deadly duo of adventurers! The 2 PC Conversion Table in TSAT1 went up to level 10, this
deals with levels 11 and above. If you see the direction See table following, refer to the small selection
of 2-PC tables immediately following this table.
The final two tables (2 PCs, Level 20, Hard and Deadly) contain results for monsters CR 14 and
above, tables for which are not included herein. Use your monster resource to find appropriate CR
monsters for this table.

TO DETERMINE THIS USE THIS TO DETERMINE THIS USE THIS
ENCOUNTER ENCOUNTER TABLE: ENCOUNTER ENCOUNTER TABLE:
2 PCs, L11 Easy 1 PC, L16 Easy 2 PCs, L16 Easy 1 PC, L18 Medium
2 PCs, L11 Medium 1 PC, L16 Medium 2 PCs, L16 Medium 1 PC, L18 Hard
2 PCs, L11 Hard 1 PC, L16 Hard 2 PCs, L16 Hard 1 PC, L20 Deadly
2 PCs, L11 Deadly 1 PC, L16 Deadly 2 PCs, L16 Deadly See table following
2 PCs, L12 Easy 1 PC, L17 Easy 2 PCs, L17 Easy 1 PC, L19 Medium
2 PCs, L12 Medium 1 PC, L17 Medium 2 PCs, L17 Medium 1 PC, L20 Hard
2 PCs, L12 Hard 1 PC, L17 Hard 2 PCs, L17 Hard 1 PC, L20 Deadly
2 PCs, L12 Deadly 1 PC, L17 Deadly 2 PCs, L17 Deadly See table following
2 PCs, L13 Easy 1 PC, L18 Easy 2 PCs, L18 Easy 1 PC, L20 Medium
2 PCs, L13 Medium 1 PC, L18 Medium 2 PCs, L18 Medium 1 PC, L20 Hard
2 PCs, L13 Hard 1 PC, L18 Hard 2 PCs, L18 Hard 1 PC, L20 Deadly
2 PCs, L13 Deadly 1 PC, L18 Deadly 2 PCs, L18 Deadly See table following.
2 PCs, L14 Easy 1 PC, L19 Easy 2 PCs, L19 Easy 1 PC, L18 Hard
2 PCs, L14 Medium 1 PC, L19 Medium 2 PCs, L19 Medium 1 PC, L20 Hard
2 PCs, L14 Hard 1 PC, L19 Hard 2 PCs, L19 Hard See table following
2 PCs, L14 Deadly 1 PC, L19 Deadly 2 PCs, L19 Deadly See table following
2 PCs, L15 Easy 1 PC, L20 Easy 2 PCs, L20 Easy See table following
2 PCs, L15 Medium 1 PC, L20 Medium 2 PCs, L20 Medium See table following
2 PCs, L15 Hard 1 PC, L20 Hard 2 PCs, L20 Hard See table following
2 PCs, L15 Deadly 1 PC, L20 Deadly 2 PCs, L20 Deadly See table following

232

2-PC Encounter Tables 2 x PCs, Level 18: Deadly

2 x PCs, Level 16: Deadly d10 Encounter
1 1 CR 9 + 4 CR 3 Monsters
d12 Encounter 2 2 CR 9 Monsters
1 1 CR 6 + 5 CR 3 Monsters 3 1 CR 8 + 4 CR 4 Monsters
2 1 CR 9 + 2 CR 2 Monsters 4 1 CR 11 + 3 CR 2
3 1 CR 13 Monster 5 3 CR 7 Monsters
4 1 CR 9 + 5 CR 1 Monsters 6 1 CR 10 + 4 CR 3
5 1 CR 8 + 2 CR 4 Monsters 7 5 CR 5 Monsters
6 1 CR 7 + 3 CR 4 Monsters 8 4 CR 6 Monsters
7 1 CR 5 + 5 CR 4 Monsters 9 2 CR 10 Monsters
8 1 CR 7 + 5 CR 3 Monsters 10 2 CR 8 + 3 CR 3 Monsters
9 1 CR 8 + 4 CR 3 Monsters
10 1 CR 9 + 4 CR 2 Monsters 2 x PCs, Level 19: Hard
11 1 CR 14 Monster
12 4 CR 5 Monsters d12 Encounter
1 1 CR 9 + 2 CR 2 Monsters
2 x PCs, Level 17: Deadly 2 1 CR 13 Monster
3 1 CR 9 + 5 CR 1 Monsters
d10 Encounter 4 1 CR 8 + 2 CR 4 Monsters
1 4 CR 5 Monsters 5 1 CR 7 + 3 CR 4 Monsters
2 1 CR 10 + 3 CR 2 Monsters 6 1 CR 5 + 5 CR 4 Monsters
3 1 CR 9 + 4 CR 3 Monsters 7 1 CR 7 + 5 CR 3 Monsters
4 2 CR 9 Monsters 8 1 CR 8 + 4 CR 3 Monsters
5 1 CR 8 + 4 CR 4 Monsters 9 1 CR 9 + 4 CR 2 Monsters
6 1 CR 11 + 3 CR 2 10 1 CR 14 Monster
7 3 CR 7 Monsters 11 4 CR 5 Monsters
8 5 CR 5 Monsters 12 1 CR 10 + 3 CR 2 Monsters
9 4 CR 6 Monsters
10 2 CR 10 Monsters

233

2 x PCs, Level 19: Deadly 7 3 CR 5 Monsters
8 5 CR 4 Monsters
D8 Encounter 9 1 CR 13 Monster
1 5 CR 5 Monsters 10 2 CR 8 Monster
2 3 CR 6 + 2 CR 4 Monsters 11 1 CR 7 + 5 CR 3 Monsters
3 4 CR 6 Monsters 12 1 CR 8 + 4 CR 3 Monsters
4 2 CR 10 Monsters
5 2 CR 8 + 3 CR 3 Monsters 2 x PCs, Level 20: Hard
6 3 CR 7 + 3 CR 2 Monsters
7 2 Cr 8 + 3 CR 4 Monsters d12 Encounter
8 5 CR 6 Monsters 1 1 CR 9 + 4 CR 2 Monsters
2 1 CR 14 Monster
2 x PCs, Level 20: Easy 3 4 CR 5 Monsters
4 1 CR 10 + 3 CR 2 Monsters
d12 Encounter 5 1 CR 15 Monster
1 5 CR 2 Monsters 6 2 CR 9 Monsters
2 1 CR 8 Monster 7 1 CR 8 + 4 CR 4 Monsters
3 4 CR 3 Monsters 8 1 CR 11 + 3 CR 2
4 2 CR 5 Monsters 9 3 CR 7 Monsters
5 1 CR 9 Monster 10 1 CR 16 Monster
6 3 CR 4 Monsters 11 4 CR 6 Monsters
7 5 CR 3 Monsters 12 3 CR 7 + 3 CR 2 Monsters
8 1 CR 10 Monster
9 2 CR 6 Monster 2 x PCs, Level 20: Deadly
10 1 CR 8 + 1 CR 4 Monster
11 1 CR 11 Monster d10 Encounter
12 4 CR 4 Monsters 1 1 CR 17 Monster
2 5 CR 6 Monsters
2 x PCs, Level 20: Medium 3 4 CR 7 Monsters
4 1 CR 11 + 4 CR 4 Monsters
d12 Encounter 5 3 CR 8 Monsters
1 2 CR 7 Monsters 6 1 CR 18 Monster
2 1 CR 7 + 4 CR 2 Monsters 7 1 CR 10 + 4 CR 5 Monsters
3 1 CR 7 + 3 CR 3 Monsters 8 1 CR 19 Monster
4 1 CR 12 Monsters 9 5 CR 7 Monsters
5 1 CR 6 + 4 CR 3 Monsters 10 2 CR 9 Monsters
6 1 CR 8 + 3 CR 2 Monsters
234

Section Two

Creature tables by environment and CR

ABBREVIATIONS USED

MM Monster Manual
MTF Mordenkainen’s Tome of Foes
VGM Volo’s Guide to Monsters

Aquatic Tables CR 3: 700 XP: Aquatic

CR ½: 100 XP: Aquatic d4 MONSTER SOURCE

d4 MONSTER SOURCE 1-2 Deep Scion VGM, p.135

1 Reef Shark MM, p.336 3-4 Killer Whale MM, p.331

2 Giant Seahorse MM, p.328 CR 5: 1800 XP: Aquatic

3 Sahuagin MM, p.263 d6 MONSTER SOURCE

4 Crocodile MM, p.320 1-2 Giant Shark MM, p.328

CR 1: 200 XP: Aquatic 3-4 Sahuagin Baron MM, p.264

d4 MONSTER SOURCE 5-6 Water Elemental MM, p.125

1 Giant Octopus MM, p.326 CR 6: 2300 XP: Aquatic

2 Seaspawn VGM, p.189 d6 MONSTER SOURCE
1-2 Invisible stalker MM, p.192
3 Swarm of Quippers MM, p.338 3-4 Kuo-toa archpriest MM, p.200
5-6 Galeb duhr MM, p.139
4 Kuo-toa whip MM, p.200

CR 2: 450 XP: Aquatic SOURCE CR 7: 2900 XP: Aquatic SOURCE
MM, p.324 MM, p.271
d10 MONSTER MM, p.330 d4 MONSTER MTF, p.203
1-2 Giant Constrictor Snake MM, p.219
3-4 Hunter Shark MM, p.264 1-2 Shield guardian
5-6 Merrow MM, p.179
7-8 Sahuagin Priestess 3-4 Water elemental myrmidon
9-10 Sea Hag

235

CR 8: 3900 XP: Aquatic CR 1: 200 XP: Coastal

d- MONSTER SOURCE d4 MONSTER SOURCE

- Hydra (add waterbreathing trait) MM, p.190 1 Giant Eagle MM, p.324

CR 9: 5000 XP: Aquatic 2 Giant Toad MM, p.329

d- MONSTER SOURCE 3 Harpy MM, p.181

- Frost salamander MTF, p.223 4 Sea Spawn VGM, p.189

CR 10: 5900 XP: Aquatic CR 2: 450 XP: Coastal

d4 MONSTER SOURCE d8 MONSTER SOURCE

1-2 Aboleth MM, p.13 1 Bandit Captain MM, p.344

3-4 Stone golem MM, p.170 2 Berserker MM, p.344

3 Griffon MM, p.174

CR 11: 7200 XP: Aquatic 4 Merrow MM, p.219

d4 MONSTER SOURCE

1-2 Marid MM, p.146 5 Ogre MM, p.237

3-4 Morkoth VGM, p.178 6 Sahuagin MM, p.264
Priestess MM, p.179
CR 12: 8400 XP: Aquatic
7 Seahag

d- MONSTER SOURCE 8 Quetzalcoatlus VGM, p.140

- Morkoth (in lair) VGM, p.178 CR 3: 700 XP: Coastal

CR 13: 10000 XP: Aquatic d10 MONSTER SOURCE

d- MONSTER SOURCE 1-2 Deep Scion VGM, p.135

- Wastrilith MTF, p.139 3-4 Manticore MM, p.213

Coastal Tables 5-6 Merrenoloth MTF, p.250

CR ½: 100 XP: Coastal 7-8 Vampiric Mist MTF, p.246

d6 MONSTER SOURCE 9-10 Veteran MM, p.350

1-2 Sahuagin MM, p.263

3-4 Scout MM, p.349

5-6 Skulk MTF, p.227

236

CR 4: 1100 XP: Coastal CR 10: 5900 XP: Coastal

d4 MONSTER SOURCE d4 MONSTER SOURCE

1-2 Banshee MM, p.23 1-2 Stone Giant Dreamwalker VGM, p.150

3-4 Orc War Chief MM, p.246 3-4 Froghemoth MM, p.145

CR 5: 1800 XP: Coastal CR 11: 7200 XP: Coastal

d4 MONSTER SOURCE d6 MONSTER SOURCE

1-2 Sahuagin Baron MM, p.264 1 Balhannoth MTF, p.118

3-4 Water Elemental MM, p.125 2 Djinni MM, p.144

CR 6: 2300 XP: Coastal 3 Marid MM, p.146

d4 MONSTER SOURCE 4 Morkoth VGM, p.178

1-2 Cyclops MM, p.45 5 Roc MM, p.260

3-4 Kuo-toa Archpriest MM, p.200 6 Spirit Troll MTF, p.244

CR 7: 2900 XP: Coastal SOURCE CR 12: 8400 XP: Coastal SOURCE
MTF,
d4 MONSTER MTF, d8 MONSTER p.194
p.203
1-2 Water Elemental 1-2 Eidolon VGM, p.148
Myrmidon MM, p.200
3-4 Frost Giant Everlasting VGM, p.163
3-4 Kuo-toa Archpriest One VGM, p.178

CR 8: 3900 XP: Coastal 5-6 Ki-rin

d4 MONSTER SOURCE 7-8 Morkoth (in lair)

1-2 Canoloth MTF, p.247 CR 13: 10000 XP: Coastal

3-4 Young Bronze Dragon MM, p.108 d4 MONSTER SOURCE

CR 9: 5000 XP: Coastal 1-2 Storm Giant MM, p.156

d4 MONSTER SOURCE 3-4 Wastrilith MTF, p.139

1-2 Lonely Sorrowsworn MTF, p.232

3-4 Young Blue Dragon MM, p.91

237

Desert Tables SOURCE CR 2: 450 XP: Desert SOURCE
MM, p.215 MTF, p.212
CR ½: 100 XP: Desert VGM, p.142 d10 MONSTER VGM, p.158
MM, p.163 1 Adult Kruthik MM, p.344
d8 MONSTER MM, p.186 2 Guard Drake MTF, p.120
1 Dust Mephit MM, p.193 3 Bandit Captain MM, p.344
2 Firenewt Warrior MM, p.349 4 Berbalang MM, p.324
3 Gnoll MM, p.338 5 Berserker MM, p.163
4 Hobgoblin VGM, p.154 6 Giant Constrictor Snake MM, p.327
5 Jackalwere 7 Gnoll Pack Lord VGM, p.203
6 Scout 8 Ogre MM, p.316
7 Swarm of Insects 9 Yuan-ti Broodguard
8 Gnoll Hunter 10 Ogre Zombie

CR 1: 200 XP: Desert SOURCE

d12 MONSTER

1 Death Dog MM, p.321

2 Firenewt Warlock of Imix VGM, p.143 CR 3: 700 XP: Desert

d8 MONSTER SOURCE

3 Giant Hyena MM, p.326 1 Giant Scorpion MM, p.327

4 Giant Spider MM, p.328 2 Hobgoblin Captain MM, p.186

5 Giant Toad MM, p.329 3 Leucrotta VGM, p.169

6 Giant Vulture MM, p.329 4 Mummy MM, p.228

7 Half Ogre MM, p.238 5 Phase Spider MM, p.334

8 Meazel MTF, p.214 6 Wight MM, p.300

9 Stone Cursed MTF, p.240 7 Yuan-ti Mallison MM, p.309

10 Thri-keen MM, p.288 8 Bearded Devil MM, p.70

11 Yuan-ti Pureblood MM, p.310

12 Vargouille VGM, p.195

238

CR 4: 1100 XP: Desert CR 7: 2900 XP: Desert

d8 MONSTER SOURCE d4 MONSTER SOURCE

1 Couatl MM, p.43 1-2 Lost Sorrowsworn MTF, p.233

2 Dybbuk MTF, p.32 3-4 Yuan-ti Abomination MM, p.308

3 Gnoll Fang of Yeenoghu MM, p.163 CR 8: 3900 XP: Desert

4 Lamia MM, p.201 d4 MONSTER SOURCE

5 Weretiger MM, p.210 1-2 Howler MTF, p.210

6 Yuan-ti Mind Whisperer VGM, p.204 3-4 Chain Devil MM, p.72

7 Yuan-ti Nightmare Speaker VGM, p.205 CR 9: 5000 XP: Desert

8 Stone Defender MTF, p.126 d6 MONSTER SOURCE

CR 5: 1800 XP: Desert 1-2 Fire Giant MM, p.154

d8 MONSTER SOURCE 1-2 Lonely Sorrowsworn MTF, p.232

1 Air Elemental MM, p.124 3-4 Rot Troll MTF, p.244

2 Kruthik Hive Lord MTF, p.212 5-6 Young Blue Dragon MM, p.91

3 Fire Elemental MM, p.125 CR 10: 5900 XP: Desert

4 Revenant MM, p.259 d10 MONSTER SOURCE

5 Tanarukk VGM, p.186 1-2 Githyanki Gish MTF, p.205

6 Spawn of Kyuss VGM, p.192 3-4 Githzerai Enlightened MTF, p.208

7 Tlincalli VGM, p.193 5-6 Guardian Naga MM, p.234

8 Yuan-ti Pitmaster VGM, p.206 7-8 Orthon MTF, p.169

CR 6: 1800 XP: Desert 9-10 Summer Eladrin MTF, p.196

d4 MONSTER SOURCE

1 Cyclops MM, p.45

2 Hobgoblin Warlord MM, p.187

3 Medusa MM, p.214

4 Young Brass Dragon MM, p.105

239

CR 11: 7200 XP: Desert Dungeon / Underdark
Tables
d8 MONSTER SOURCE

1-2 Djinni MM, p.144 CR ½: 100 XP: Dungeon /
Underdark
1-2 Efreeti MM, p.145
d20 MONSTER
SOURCE

3-4 Gynosphinx MM, p.282

1 Chitine VGM, p.131

5-6 Roc MM, p.260

2 Darkling VGM, p.134

CR 12: 8400 XP: Desert 3 Darkmantle MM, p.46

d6 MONSTER SOURCE

4 Firenewt Warrior VGM, p.142

1 Boneclaw MTF, p.121

5 Gas Spore MM, p.138

2 Eidolon MTF, p.194

6 Gazer VGM, p.126

3 Githyanki Kith’rak MTF, p.206

7 Gray Ooze MM, p.243

4 Ki-rin VGM, p.163

8 Hobgoblin MM, p.186

5 Oinoloth MTF, p.251

9 Magma Mephit MM, p.216

6 Yuan-ti Anathema VGM, p.202

10 Myconid Adult MM, p.232

CR 13: 10000 XP: Desert 11 Orc MM, p.246

d4 MONSTER SOURCE 12 Orc Nurtured One of VGM, p.184
1-2 Rakshasa MM, p. 257 Yurtrus
3-4 Adult Brass Dragon MM, p.105
13 Piercer MM, p.252

14 Rust Monster MM, p.262

15 Scout MM, p.349

16 Shadow MM, p.269

17 Skulk MTF,
18 Svirfneblin p.227

MM, p.164

19 Swarm of Insects MM, p.338

20 Swarm of Rot Grubs VGM, p.208

240

CR 1: 200 XP: Dungeon / CR 2: 450 XP: Dungeon /
Underdark Underdark

d20 MONSTER SOURCE d100 MONSTER SOURCE

1 Bugbear MM, p.13 1-3 Adult Kruthik MTF, p.212

2 Choker MTF, p.123 4-6 Carrion Crawler MM, p.37

3 Duergar MM, p.122 7-10 Darkling Elder VGM, p.134

11-14 Duergar Hammerer MTF, p.188

4 Female Steeder MTF, p.190

15-17 Duergar Kavalrachni MTF, p.189

5 Fire Snake MM, p.265 18-21 Duergar Mind Master MTF, p.189

6 Firenewt Warlock of Imix VGM, p.143 22-25 Duergar Stone Guard MTF, p.191

7 Ghoul MM, p.148 26-28 Duergar Xarrorn MTF, p.193

8 Giant Spider MM, p.328 29-31 Gargoyle MM, p.140

9 Quaggoth Spore Servant MM, p.230 32-34 Gelatinous Cube MM, p.242

10 Giant Toad MM, p.329 36-38 Ghast MM, p.148

11 Goblin Boss MM, p.166 49-42 Giant Constrictor Snake MM, p.324

12 Half Ogre MM, p.238 43-46 Gibbering Mouther MM, p.157

47-50 Grick MM, p.173

13 Kobold Dragonshield VGM, p.165 51-54 Guard Drake VGM, p.158

14 Kobold Scale Sorcerer VGM, p.167 55-57 Intellect Devourer MM, p.191

15 Kuo-toa Whip MM, p.200 58-60 Mimic MM, p.220

16 Maw Demon VGM, p.137 61-64 Minotaur Skeleton MM, p.273

17 Meazel MTF, p.214 65-67 Nothic MM, p.236

18 Nilbog VGM, p.182 68-70 Ochre Jelly MM, p.243

19 Vargouille VGM, p.195 71-73 Ogre MM, p.237

20 Xvart Warlock of Raxivort VGM, p.200 74-76 Orc Claw of Luthic VGM, p.183

77-81 Orc Eye of Gruumsh MM, p.247

82-85 Orc Hand of Yurtrus VGM, p.184

86-90 Orog MM, p.247

91-95 Quaggoth MM, p.256

96-100 Yuan-ti Broodguard VGM, p.203

241

CR 3: 700 XP: Dungeon / CR 4: 1100 XP: Dungeon /
Underdark Underdark

d20 MONSTER SOURCE d12 MONSTER SOURCE

1 Cave Fisher VGM, p.130 1 Babau VGM, p.134

2 Choldrith VGM, p.132 2 Barghest VGM, p.123

3 Derro Savant MTF, p.159 3 Black Pudding MM, p.241

4 Doppelganger MM, p.82 4 Bone Naga MM, p.233

5 Duergar Screamer MTF, p.190 5 Chuul MM, p.40

6 Flail Snail VGM, p.144 6 Ettin MM, p.132

7 Grell MM, p.172 7 Flameskull MM, p.134

8 Hell Hound MM, p.182 8 Ghost MM, p.147

9 Hobgoblin Captain MM, p.186 9 Neogi Master VGM, p.180

10 Hook Horror MM, p.189 10 Orc Blade of Ilneval VGM, p.183

11 Minotaur MM, p.223 11 Yuan-ti Mind Whisperer VGM, p.204

12 Neogi VGM, p.180 12 Yuan-ti Nightmare Speaker VGM, p.205

13 Orc Red Fang of Shargaas VGM, p.185

14 Phase Spider MM, p.334

15 Quaggoth Thonot MM, p.256

16 Slithering Tracker VGM, p.191

17 Spectator MM, p.30

18 Trapper VGM, p.194

19 Vampiric Mist MTF, p.246

20 Wight MM, p.300

242

CR 5: 1800 XP: Dungeon / CR 6: 2300 XP: Dungeon /
Underdark Underdark

d20 MONSTER SOURCE d8 MONSTER SOURCE

1 Adult Oblex MTF, p.218 1 Bodak VGM, p.127

2 Beholder Zombie MM, p.316 2 Chimera MM, p.39

3 Drow Elite Warrior MM, p.128 3 Cyclops MM, p.45

4 Earth Elemental MM, p.124 4 Drider MM, p.120

5-6 Kruthik Hive Lord MTF, p.212 5 Duergar Warlord MTF, p.192

7 Mindwitness VGM, p.176 6 Gauth VGM, p.125

8 Otyugh MM, p.248 7 Hobgoblin Warlord MM, p.187

9 Roper MM, p.261 8 Kuo-toa Archpriest MM, p.200

10 Salamander MM, p.266 CR 7: 2900 XP: Dungeon /
Underdark
11 Spawn of Kyuss VGM, p.192

12 Swarm of Cranium Rats VGM, p.133 d8 MONSTER SOURCE

13 Tanarukk VGM, p.186 1 Bodak VGM, p.127

14-15 Troll MM, p.291 2 Chimera MM, p.39

16 Umber Hulk MM, p.292 3 Cyclops MM, p.45

17 Vampire Spawn MM, p.298 4 Drider MM, p.120

18 Wraith MM, p.302 5 Duergar Warlord MTF, p.192

19 Xorn MM, p.304 6 Gauth VGM, p.125

20 Yuan-ti Pit Master VGM, p.206 7 Hobgoblin Warlord MM, p.187

8 Kuo-toa Archpriest MM, p.200

243

CR 8: 3900 XP: Dungeon / CR 11: 7200 XP: Dungeon /
Underdark Underdark

d6 MONSTER SOURCE d8 MONSTER SOURCE

1 Canoloth MTF, p.247 1 Alkilith MTF, p.130

2 Cloaker MM, p.41 2 Balhannoth MTF, p.118

3 Fomorian MM, p.136 3 Behir MM, p.25

4 Dao MM, p.143

4 Howler MM, p.210 5 Drow Shadowblade MTF, p.187

5 Mind Flayer Arcanist MTF, p.222 6 Hungry Sorrowsworn MTF, p.232

6 Spirit Naga MM, p.234 7 Soul Monger MTF, p.226

CR 9: 5000 XP: Dungeon / 8 Spirit Troll MTF, p.244
Underdark
CR 12: 8400 XP: Dungeon /
d6 MONSTER SOURCE Underdark

1 Drow House Captain MTF, p.184 d6 MONSTER SOURCE

2 Fire Giant MM, p.154 1-2 Duergar Despot MTF, p.188

3 Gloom Weaver MTF, p.224 3-4 Oinoloth MTF, p.251

4 Lonely Sorrowsworn MTF, p.232 5-6 Yuan-ti Anathema VGM, p.202

5 Rot Troll MTF, p.244 CR 13: 10000 XP: Dungeon /
Underdark
6 Ulitharid VGM, p.175

d8 MONSTER SOURCE

CR 10: 5900 XP: Dungeon / 1 Angry Sorrowsworn MTF, p.231
Underdark
2 Beholder MM, p.28
d6 MONSTER SOURCE

1 Aboleth MM, p.13 3 Devourer VGM, p.138

2 Alhoon VGM, p.172 4 Dire Troll MTF, p.243

3 Death Kiss VGM, p.124 5 Drow Arachnomancer MTF, p.182

4 Elder Oblex MTF, p.219 6 Neothelid VGM, p.181

5 Froghemoth VGM, p.145 7 Wastrilith MTF, p.139

6 Orthon MTF, p.169 8 Young Red Shadow Dragon MM, p.85

244

Forest Tables CR 1: 200 XP: Forest

CR ½: 100 XP: Forest SOURCE d20 MONSTER SOURCE

d20 MONSTER MM, p.317 1 Bronze Scout MTF, p.125

1 Ape MM, p.318 2 Bugbear MM, p.33

2 Black Bear VGM, 3 Choker MTF, p.123
p.314
3 Darkling MM, p.329

4 Giant Wasp MM, p.163 4 Dire Wolf MM, p.321
5-6 Gnoll
7 Gnoll Hunter VGM, 5 Dryad MM, p.121
p.154
MM, p.186 6 Giant Spider MM, p.328

MM, p.204 7 Giant Toad MM, p.329

8-9 Hobgoblin MM, p.246 8 Gnoll Flesh Gnawer VGM, p.154
10-11
11-12 Lizardfolk VGM, 9 Goblin Boss MM, p.166
p.184
13 Orc MM, p.227 10 Grung Wildling VGM, p.157

14 Orc Nurtured One of MM, p.349 11 Half Ogre MM, p.238
15 Yurtrus
16 Satyr MTF, 12 Harpy MM, p.181
p.227
Scout MM, p.338 13 Kobold Dragonshield VGM, p.165

Skulk MM, p.32 14 Kobold Scale Sorcerer VGM, p.167

17 Swarm of Insects MM, p.341 15 Meazel MTF, p.214
18 Vine Blight
19-20 Worg 16 Nilbog VGM, p.182

17 Quickling VGM, p.187

18 Thorny VGM, p.197

19 Young Faerie Dragon MM, p.133

20 Yuan-ti Pureblood MM, p.310

245

CR 2: 450 XP: Forest 83-85 Shadow Mastiff VGM, p.190
Swarm of Poisonous MM, p.338
d100 MONSTER SOURCE 86-88 VGM, p.197
MM, p.133 Snakes MM, p.209
1-3 Adult Faerie Dragon MM, p.21 89-92 Vegepygmy Chief MM, p.301
MM, p.317 93-95 VGM, p.203
5-8 Ankheg MM, p.344 96-98 Wererat
MM, p.344 99- Will-o-wisp
9-11 Awakened Tree MM, p.38 100
VGM, p.134 Yuan-ti Broodguard
12-15 Bandit Captain MM, p.346
MM, p.131
16-18 Berserker MM, p.323

19-21 Centaur MM, p.323

22-23 Darkling Elder MM, p.325 CR 3: 700 XP: Forest
MM, p.163
MM, p.173 d12 MONSTER SOURCE
VGM, p.157
24-27 Druid VGM, p.158
VGM, p.162
MM, p.205 1 Displacer Beast MM, p.81
VGM, p.170
28-30 Ettercap MM, p.237
MM, p.247
VGM, p.184 2 Flail Snail VGM, p.144
MM, p.247
31-34 Giant Boar MM, p.250

Giant Constrictor 3 Green Hag MM, p.177
Snake
35-37 4 Hobgoblin Captain MM, p.186

38-41 Giant Elk 5 Orc Red Fang of Shargaas VGM, p.185

42-44 Gnoll Pack Lord 6 Owlbear MM, p.249

45-47 Grick 7 Phase Spider MM, p.334

48-51 Grung Elite Warrior 8 Redcap VGM, p.188

52-55 Guard Drake 9 Vampiric Mist MTF, p.246

56-58 Hobgoblin Iron Shadow 10 Veteran MM, p.350

59-62 Lizardfolk Shaman 11 Werewolf MM, p.211

63-65 Meenlock 12 Yuan-ti Malison MM, p.309

66-69 Ogre

70-71 Orc Eye of Gruumsh

72-75 Orc Hand of Yurtrus

76-78 Orog

79-82 Pegasus

246

CR 4: 1100 XP: Forest SOURCE CR 6: 2300 XP: Forest SOURCE

d12 MONSTER d10 MONSTER

1 Banshee MM, p.23 1-2 Hobgoblin Warlord MM, p.187

2 Barghest VGM, p.123 3-4 Annis Hag VGM, p.159

3 Couatl MM, p.43 5-6 Chimera MM, p.39

4 Girallon VGM, p.152 7-8 Cyclops MM, p.45

5 Gnoll Fang of Yeenoghu MM, p.163 9-10 Wyvern MM, p.303

6 Hobgoblin Devastator VGM, p.161

7 Iron Cobra MTF, p.125 CR 7: 2900 XP: Forest

d10 MONSTER SOURCE

8 Orc Blade of Ilneval VGM, p.183

1 Earth Elemental Myrmidon MTF, p.202

9 Stone Defender MTF, p.126

2 Giant Ape MM, p.323

10 Wereboar MM, p.209

3 Grick Alpha MM, p.173

11 Weretiger MM, p.210

4 Korred VGM, p.168

12 Yeth Hound VGM, p.201

5 Lost Sorrowsworn MTF, p.233

CR 5: 1800 XP: Forest 6 Oni MM, p.239

d8 MONSTER SOURCE

7 Shadow Dancer MTF, p.225

1 Gorgon MM, p.171

8 Shield Guardian MM, p.271

2 Oaken Bolter MTF, p.126

9 Venom Troll MTF, p.245

3 Revenant MM, p.259

10 Yuan-ti Abomination MM, p.308

4 Shambling Mound MM, p.270

5 Troll MM, p.291 CR 8: 3900 XP: Forest

d8 MONSTER SOURCE

6 Werebear MM, p.208

1-2 Sword Wraith Commander MTF, p.241

7 Wood Woad VGM, p.198

3-4 Corpse Flower MTF, p.127

8 Yuan-ti Pit Master VGM, p.206

5-6 Shoosuva VGM, p.137

7-8 Young Green Dragon MM, p.94

247

CR 9: 5000 XP: Forest Grassland / Plain Tables

d6 MONSTER SOURCE CR ½: 100 XP: Grassland / Plain

1-2 Flind VGM, p.153 d12 MONSTER SOURCE

3-4 Rot Troll MTF, p.244 1 Cockatrice MM, p.42

5-6 Treant MM, p.289 2 Giant Goat MM, p.326

3 Giant Wasp MM, p.329

CR 10: 5900 XP: Forest 4 Gnoll MM, p.163

d6 MONSTER SOURCE

5 Gnoll Hunter VGM, p.154

1 Autumn Eladrin MTF, p.195 6 Hobgoblin MM, p.186

2 Guardian Naga MM, p.234 7 Jackalwere MM, p.193

3 Spring Eladrin MTF, p.196 8 Orc MM, p.246

4 Summer Eladrin MTF, p.196 9 Orc Nurtured One of VGM, p.184
Yurtrus

5 Winter Eladrin MTF, p.197 10 Scout MM, p.349

6 Young Gold Dragon MM, p.115 11 Swarm of Insects MM, p.338

CR 11: 7200 XP: Forest 12 Worg MM, p.341

d4 MONSTER SOURCE CR 1: 200 XP: Grassland / Plain

1-2 Hungry Sorrowsworn MTF, p.232 d10 MONSTER SOURCE

3-4 Spirit Troll MTF, p.244 1 Bronze Scout MTF, p.125

2 Bugbear MM, p.33

CR 12: 8400 XP: Forest 3 Giant Eagle MM, p.324

d8 MONSTER SOURCE 4 Giant Hyena MM, p.326

1-2 Archdruid VGM, p.210 5 Giant Vulture MM, p.329

3-4 Eidolon MTF, p.194 6 Gnoll Flesh Gnawer VGM, p.154

5-6 Grey Render MTF, p.209 7 Goblin Boss MM, p.166

7-8 Yuan-ti Anathema VGM, p.202 8 Hippogriff MM, p.184

CR 13: 10000 XP: Forest 9 Meazel MTF, p.214

10 Thri-keen MM, p.288

d- MONSTER SOURCE

- Dire Troll MTF, p.243

248

CR 2: 450 XP: Grassland / Plain CR 3: 700 XP: Grassland / Plain

d20 MONSTER SOURCE d8 MONSTER SOURCE

1 Ankheg MM, p.21 1 Hobgoblin Captain MM, p.186

2 Aurochs VGM, p.207 2 Leucrotta VGM, p.169

3 Centaur MM, p.38 3 Manticore MM, p.213

4 Druid MM, p.346 4 Ogre Chain Brute MTF, p.221

5-6 Giant Boar MM, p.323 5 Phase Spider MM, p.334

7 Giant Elk MM, p.325 6 Sword Wraith Warrior MTF, p.241

8 Gnoll Pack Lord MM, p.164 7 Vampiric Mist MTF, p.246

9 Griffon MM, p.174 8 Veteran MM, p.350

10 Hobgoblin Iron Shadow VGM, p.162 CR 4: 1100 XP: Grassland / Plain

11-12 Ogre MM, p.237 d10 MONSTER SOURCE

13 Ogre Bolt Launcher MTF, p.220 1 Barghest VGM, p.123

14 Ogre Howday MTF, p.221 2 Couatl MM, p.43

15 Orc Eye of Gruumsh MM, p.247 3 Gnoll Fang of Yeenoghu MM, p.163

16 Orc Hand of Yurtrus VGM, p.184 4 Hobgoblin Devastator VGM, p.161

17 Orog MM, p.247 5 Iron Cobra MTF, p.125

18 Pegasus MM, p.250 6 Ogre Battering Ram MTF, p.220

19 Sabre-toothed Tiger MM, p.336 7 Orc Blade of Ilneval VGM, p.183

20 Bandit Captain MM, p.344 8 Stone Defender MTF, p.126

9 Wereboar MM, p.209

10 Yeth Hound VGM, p.201

249

CR 5: 1800 XP: Grassland / Plain CR 9: 5000 XP: Grassland / Plain

d6 MONSTER SOURCE d6 MONSTER SOURCE

1-2 Bulette MM, p.34 1-2 Flind VGM, p.153

3-4 Gorgon MM, p.171 3-4 Rot Troll MTF, p.244

5-6 Oaken Bolter MTF, p.126 5-6 Treant MM, p.289

CR 6: 2300 XP: Grassland / Plain CR 10: 5900 XP: Grassland / Plain

d8 MONSTER SOURCE d6 MONSTER SOURCE

1 Autumn Eladrin MTF, p.195

1-2 Chimera MM, p.39

2 Guardian Naga MM, p.234

3-4 Cyclops MM, p.45 3 Spring Eladrin MTF, p.196

5-6 Hobgoblin Warlord MM, p.187 4 Summer Eladrin MTF, p.196

7-8 Mouth of Grolantor VGM, p.149 5 Winter Eladrin MTF, p.197

6 Young Gold Dragon MM, p.115

CR 7: 2900 XP: Grassland / Plain CR 11: 7200 XP: Grassland / Plain

d8 MONSTER SOURCE

d4 MONSTER SOURCE

1 Giant Ape MM, p.323

1-2 Hungry Sorrowsworn MTF, p.232

2 Grick Alpha MM, p.173

3-4 Spirit Troll MTF, p.244

3 Korred VGM, p.168

4 Lost Sorrowsworn MTF, p.233 CR 12: 8400 XP: Grassland / Plain

5 Oni MM, p.239 d8 MONSTER SOURCE

6 Shadow Dancer MTF, p.225 1-2 Warlord VGM, p.220

7 Venom Troll MTF, p.245 3-4 Eidolon MTF, p.194

8 Yuan-ti Abomination MM, p.308 5-6 Grey Render MTF, p.209

7-8 Yuan-ti Anathema VGM, p.202

CR 8: 3900 XP: Grassland / Plain

d6 MONSTER SOURCE CR 13: 10000 XP: Grassland / Plain

1-2 Corpse Flower MTF, p.127 d- MONSTER SOURCE

3-4 Shoosuva VGM, p.137 - Dire Troll MTF, p.243

5-6 Young Green Dragon MM, p.94

250


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